SPECIAL MOVES
Berserker Claw (g)- QCF+P Wild Fang (g)- HCB+P Armed Birdie (g)- QCB+K +SK= Low Shots +FK= Straight Shots +RK= High Shots
When called by the commands, Birdie will shot 3 bullets in 3 different directions depending on which kick buttons you used.
HYPER SPECIAL COMBOS
Berserker Claw X (g)- QCF+2P
Weapon X (g)- DP+2P
Super Armed Birdie (g)- QCDB+2K
Note:Near the Super Armed Birdie, Sabretooth will regain the ability to move again.This allows him to jump-in and perform a combo to add more hits!
COMBOS
Ground Magic:Weak Start
Air Magic:Zigzag
Super Jump Magic:Zigzag
Aerial Rave Launcher:C.FP/S.Fierce (2nd hit)
AC Finishers:
1)FP or RK
2)Air Throw
-When Sabretooth is near his opponent and uses Jab, he will hit them twice but only if its a dashing jab! Use this to your adventage for it adds and extra hit to combos done on large characters!
Info provided by James Chen:
--=Details about the Air Combos=-
-Sabretooth's Air Combos are VERY VERY fast. And since only his Roundhouse is an Air Combo Finisher, it is possible to land all six hits in his Air Combo. Other than that, there is nothing odd to note about Sabretooth's Air Combos.
-=Miscellaneous Information=-
-Standing Fierce hits twice and only the second hit Launches the enemy. Sabretooth's jumping attacks are very fast and should be used very often. He can continue a combo after he lands even if he hits the enemy with a Jumping Roundhouse before he reaches the top of his jump.
-Sabretooth's Dash is very slow and unresponsive... but it's not like he needs his Dash.
-Sabretooth can bounce off the wall during a jump by pressing away from the wall when he is next to it.
BEGINNER COMBOS
1)S.Jab, S.Roundhouse XX Fierce Berserker Claw
2)J.Roundhouse \/ C.Short, S.Fierce (one hit only) XX Berserker Barrage X
Since the S.Fierce hits twice, you can always cancel the second hit into a move with a fast startup!
3)EX Combo in the corner:Super Armed Birdie XX Weapon X XX Berserker Claw X
You can also change the last two supers around! But if you want the Weapon X to connect after the Berserker Claw X, you should into the Weapon X right after the last hit of the Berserker Claw X. Trust me, it works!
4)In the corner:Wild Fang, C.Short(OTG),S.Roundhouse XX Berserker Claw X
5)Corner yourself:Fierce Throw,C.Short(OTG),S.Roundhouse XX
Fierce-Berserker Claw.
(combos 4 & 5 came from JC's X-Men vs. Street Fighter Site)
6)J.Roundhouse \/ C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX AC Finisher
Ok, this is a basic air combo for Sabretooth! If you're not yet used to the jump-ins, then I suggest you take out the J.Roundhouse but if you are then just add it to the combo for an extra hit.
INTERMEDIATE COMBOS
7)J.Fierce,J.Roundhouse \/ C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse
This combo is a little more advanced the #6 simply because of the added number of hits in the jump-in and making the SJ.Roundhouse connect after the SJ.Fierce during the air combo. Another thing that I didn't mention is that this combo works better on larger characters such as Zangief and Juggeranut and Sabretooth himself but you can sometimes make it connect against smaller characters if you press buttons quickly!
8) Corner yourself:Fierce Throw, C.Short (OTG),C.Fierce /\ SJ.Jab,SJ.Short,SJ.Strong,SJ.Forward,SJ.Fierce,SJ.Roundhouse (FS)
9)Bullet Spray, Berserker Claw X
This is only for show. The last super combo does exactly four
pixels of damage
10)Use Sabretooth as an Team Counter Attack, C.Short,S.Fierce XX Berserker Claw X
This combo is just WRONG. You should not get to do this much damage with a Team Counter attack!!!
11)In the corner:Stand very close to them;Bullet Spray, Weapon X,Berserker Claw X
Again, the Berserker Claw doesn't do any damage, but getting all
three supers in one combo is just fun.
12)In the corner:Stand very close to them;Bullet Spray, Weapon X,
C.Fierce /\ SJ.Jab,SJ.Short,SJ.Strong,SJ.Forward,SJ.Fierce, SJ.Roundhouse (FS)
Same as the last combo, but the Air Combo actually does damage.
13) J.Fierce,J.Roundhouse \/ C.Short,C.Fierce /\ SJ.Jab,SJ.Short,SJ.Strong,Strong Air Throw \/ Berserker Claw X
This combo HURTS.The Strong Air Throw won't always count as part
of the combo, but even if you do throw the enemy and it doesn't count as part of the combo, the rest of the combo will still all connect. Also, for different characters, you have to time the Berserker Claw X at different times. Lighter characters, you have to wait a second before starting it. Heavier characters, you have to do it upon landing.
14)Stand right next to the enemy:S.Roundhouse XX Jab-Berserker Claw, C.Short(OTG),S.Roundhouse XX Berserker Claw X
15)Start in the corner and get the enemy right next to you:
I just had to put this combo in because the way the Standing
Fierce Juggles the opponent is just very cool looking.
(combos 8-15 all came from JC's X-Men vs. Street Fighter)
16)In the corner:Super Armed Birdie, J.Roundhouse \/ D.S.Jab, S.Roundhouse XX Berserker Claw X XX Weapon X, C.Short (OTG), C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Fierce, SJ.Roundhouse
Ok, this combo sounds kind of harsh for your opponent but it is also a pain to get used to specially if you're not used to EX Cancel combos. But I'm gonna help you on this, so just hang on. Remember in combo #3 where you had all 3 supers connected together? Well,the same concept goes for this combo except that you now have a ground combo prior to the super but don't worry because the Berserker Claw X comboes easily off the S.Roundhouse as long as you're quick when you do it!
S.Roundhouse XX Jab-Berserker Claw, C.Short (OTG),S.Fierce [2 hits] /\ SJ.Short,Strong-Air Throw, D.C.Short (OTG),S.Roundhouse XX Berserker Claw X
EXPERT COMBOS
17)In the corner and against Juggernaut:J.Fierce, J.Roundhouse \/ D.S.Jab, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse, SJ.RoundhouseC.Short(OTG), S.Fierce
I've already discussed how to make the SJ.Roundhouse after the SJ.Fierce, but what's really tough is making the OTG work after the air combo. One day I got it, but that was only because I did it on Juggernaut and both characters were almost about to touch the ground.Also, you have to hit the opponent with another SJ.Roundhouse afterwards so that it sets up the OTG and I just got lucky for once.By the way, you should be testing these expert combos on Juggernaut first because he's big and you get the benefit of the doubt that most of the hits will connect.
18)In the corner:J.Fierce, J.Roundhouse \/ D.S.Jab, S.Roundhouse XX Berserker Claw X XX Weapon X XX C.Short(OTG), S.Roundhouse XX Weapon X, C.Short (OTG), S.Fierce
Ok, this combo is really tough to get used to and that's mostly because of the fact that the Weapon X will send Juggernaut to the other side of the screen, but the screen will stay in one place. I know this is hard to explain, but bare with me. After the Weapon X quickly dash to the other side of the screen (which does not move at all) and OTG Juggernaut with a C.Short into a S.Roundhouse and cancel that into another Weapon X. The Weapon X will again throw Juggernaut to the other side of the screen (left or right depending on which side you started first). When that happens, dash to the other side AGAIN and OTG hims once more with a C.Short into a S.Fierce which hits twice. If you're practice mode, you can totally punish Juggernaut because your super meter refills in time before you do another super (after the first Weapon X to otg). Well anyways, you can do the following combo.
19)Against Juggernaut and in Training Mode only:Super Armed Birdie, J.Fierce, J.Roundhouse \/ D.S.Jab (double hit), S.Roundhouse XX Berserker Claw X XX Weapon X, dash to other side of the screen,C.Short, S.Roundhouse XX Weapon X or Team Super.
Ok, this combo is way more complicated than the one I talked about above. Since in Training Mode your super meter refills in time as you OTG your opponent, you can do another 2 EX cancels after the C.Short otg to S.Roundhouse and or you can follow those with a Team Super! Hurts like hell!!! Once I killed Juggernaut in Training Mode with just this combo! The following combos come from James Chen's (which I refer to as JC's)X-Men vs. Street Fighter.
20)Have enemy near corner:J.Fierce,J.Roundhouse \/ C.Short,C.Fierce /\ SJ.Jab,SJ.Short,SJ.Strong, Strong Air Throw \/ Weapon X, Weapon X, Weapon X, C.Fierce /\ SJ.Jab,SJ.Short, SJ.Strong,SJ.Forward,SJ.Fierce,SJ.Roundhouse (FS)
Okay, I've never actually landed this whole combo. In fact, it is VERY doubtful ANYONE has since three Weapon X's comboed together does 100% damage. The enemy usually does not live long enough for me to find out if this whole combo actually connects. BUT I have done the Weapon X followed by another Weapon X before, and I've also done Weapon X followed by the Launcher into the Air Combo before.Thus, I'm assuming that you can connect three Weapon X's and then the Air Combo at the end.
21)Have your partner in the corner:Use Sabretooth as a Team Counter Attack, C.Short,C.Fierce /\ SJ.Jab,SJ.Short,SJ.Strong, Strong Air Throw, Weapon X, Weapon X
A 100% damage combo for ONE Team Counter Attack?!?!? How wrong can this possibly BE?!? Sabretooth simply never ceases to amaze me on how skill-less he is.
22)Against taller characters: J.Fierce,J.Roundhouse \/ J.Fierce,J.Roundhouse \/ [repeat until the enemy is in the corner] \/ S.Fierce [only one hit] XX Weapon X, Weapon X, Weapon X
Against ANY character, you can start the combo by simply getting the enemy in the corner, walking right up next to him/her, and do
S.Fierce XX Weapon X. The Three above combos are not very deserving of being called "Expert Combos". The only thing that makes them different is the multiple Weapon X action, but that hardly takes skill. Check out Insane Combo to see a more skillful combo.
Note:This combo is only possible in training mode unless there is a cheat code that give you infinite hyper combo gauge!
A major damage combo for Sabretooth! Too bad it only works in training mode because you need your hyper combo gauge to be refilled. After a certain amount of time during the Super Armed Birdie, Sabretooth will be able to move again. This is the time where you must make your jump-in hits into the ground chain. The 3 hit chain before the S.Fierce to Weapon X will only work on Juggernaut, so you're gonna have to take out the S.Jab into the S.Fierce and replace with a S.Short.You can make the Weapon X connect 3 times because at the end of each one, your opponent will be launched high into the air and come back down in his stunned animation. So you don't need to hyper cancel, just do the same super again before Juggernaut or Zangief lands and you will catch him in the middle of the air (it won't even count as an otg, which is even better!). Now after this, you will have about 70-90 hits on the combo meter, just otg your opponent with a C.Short into his C.Fierce launcher and do an air combo of your choice!
Insane
24)Oddly enough, Sabretooth does have a VERY difficult combo to land that can be considered an Insane Combo. Okay, against Ryu, Ken, Akuma, or Wolverine. Get the enemy into the middle of the playing field. Then, do:J.Roundhouse \/ C.Short,C.Fierce /\ SJ.Jab,SJ.Short,SJ. Strong, Strong-Air Throw \/ Fierce-Wild Fang, C.Short (OTG),S.Roundhouse XX Weapon X, C.Fierce /\ SJ.Jab, SJ.Short, Strong-Air Throw \/ Weapon X, Weapon X, C.Fierce /\SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse (FS)
AS SOON AS YOU LAND from the Air Throw, do the Wild Fang. Cancel the S.Roundhouse into the Weapon X as quickly as possible, or it'll miss. Then, the C.Fierce after the first Weapon X must hit the enemy as low to the ground as possible. Once it hits, Super Jump with an IMMEDIATE SJ.Jab to ensure the enemy will be low enough for the second Air Throw.
(combos 20-23 all came from JC's X-Men vs. Street Fighter Site)
23)In the corner against Juggernaut/Zangief:Super Armed Birdie, J.Fierce, J.Roundhouse \/ D.S.Jab (2 hits), S.Fierce XX Weapon X, Weapon X, Weapon X, C.Short (otg), C.FP /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Fierce, SJ.Roundhouse
Don't know what I'm talking about? Go to the Legend & Definitions Page
If you're into Infinite Combos, go to:Shoryuken.com
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